quakeforge/qw/source/sv_init.c
Timothy C. McGrath 9666243498 Fixed my mistake - Had added a bracket which caused physics only to be
done every maxtic instead of every *mintic* which is what it was supposed
to be doing. Ooops.

Also minor whitespace cleaning in sv_init.c

Tim McGrath (Misty)
2002-05-26 20:30:12 +00:00

445 lines
11 KiB
C

/*
sv_init.c
(description)
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/crc.h"
#include "QF/cvar.h"
#include "QF/info.h"
#include "QF/msg.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/vfs.h"
#include "compat.h"
#include "crudefile.h"
#include "pmove.h"
#include "server.h"
#include "sv_progs.h"
#include "world.h"
info_t *localinfo; // local game info
char localmodels[MAX_MODELS][5]; // inline model names for precache
entity_state_t baselines[MAX_EDICTS];
server_t sv; // local server
int
SV_ModelIndex (const char *name)
{
int i;
if (!name || !name[0])
return 0;
for (i = 0; i < MAX_MODELS && sv.model_precache[i]; i++)
if (!strcmp (sv.model_precache[i], name))
return i;
if (i == MAX_MODELS || !sv.model_precache[i])
Sys_Error ("SV_ModelIndex: model %s not precached", name);
return i;
}
/*
SV_FlushSignon
Moves to the next signon buffer if needed
*/
void
SV_FlushSignon (void)
{
if (sv.signon.cursize < sv.signon.maxsize - 512)
return;
if (sv.num_signon_buffers == MAX_SIGNON_BUFFERS - 1)
Sys_Error ("sv.num_signon_buffers == MAX_SIGNON_BUFFERS-1");
sv.signon_buffer_size[sv.num_signon_buffers - 1] = sv.signon.cursize;
sv.signon.data = sv.signon_buffers[sv.num_signon_buffers];
sv.num_signon_buffers++;
sv.signon.cursize = 0;
}
/*
SV_CreateBaseline
Entity baselines are used to compress the update messages
to the clients -- only the fields that differ from the
baseline will be transmitted
*/
void
SV_CreateBaseline (void)
{
int entnum;
edict_t *svent;
for (entnum = 0; entnum < sv.num_edicts; entnum++) {
svent = EDICT_NUM (&sv_pr_state, entnum);
if (svent->free)
continue;
// create baselines for all player slots,
// and any other edict that has a visible model
if (entnum > MAX_CLIENTS && !SVfloat (svent, modelindex))
continue;
// create entity baseline
VectorCopy (SVvector (svent, origin),
((entity_state_t*)svent->data)->origin);
VectorCopy (SVvector (svent, angles),
((entity_state_t*)svent->data)->angles);
((entity_state_t*)svent->data)->frame = SVfloat (svent, frame);
((entity_state_t*)svent->data)->skinnum = SVfloat (svent, skin);
if (entnum > 0 && entnum <= MAX_CLIENTS) {
((entity_state_t*)svent->data)->colormap = entnum;
((entity_state_t*)svent->data)->modelindex = SV_ModelIndex
("progs/player.mdl");
} else {
((entity_state_t*)svent->data)->colormap = 0;
((entity_state_t*)svent->data)->modelindex =
SV_ModelIndex (PR_GetString (&sv_pr_state, SVstring (svent, model)));
}
// LordHavoc: setup baseline to include new effects
((entity_state_t*)svent->data)->alpha = 255;
((entity_state_t*)svent->data)->scale = 16;
((entity_state_t*)svent->data)->glow_size = 0;
((entity_state_t*)svent->data)->glow_color = 254;
((entity_state_t*)svent->data)->colormod = 255;
// flush the signon message out to a seperate buffer if nearly full
SV_FlushSignon ();
// add to the message
MSG_WriteByte (&sv.signon, svc_spawnbaseline);
MSG_WriteShort (&sv.signon, entnum);
MSG_WriteByte (&sv.signon, ((entity_state_t*)svent->data)->modelindex);
MSG_WriteByte (&sv.signon, ((entity_state_t*)svent->data)->frame);
MSG_WriteByte (&sv.signon, ((entity_state_t*)svent->data)->colormap);
MSG_WriteByte (&sv.signon, ((entity_state_t*)svent->data)->skinnum);
MSG_WriteCoordAngleV (&sv.signon,
((entity_state_t*)svent->data)->origin,
((entity_state_t*)svent->data)->angles);
}
}
/*
SV_SaveSpawnparms
Grabs the current state of the progs serverinfo flags
and each client for saving across the
transition to another level
*/
void
SV_SaveSpawnparms (void)
{
int i, j;
if (!sv.state)
return; // no progs loaded yet
// serverflags is the only game related thing maintained
svs.serverflags = *sv_globals.serverflags;
for (i = 0, host_client = svs.clients; i < MAX_CLIENTS; i++, host_client++)
{
if (host_client->state != cs_spawned)
continue;
// needs to reconnect
host_client->state = cs_connected;
// call the progs to get default spawn parms for the new client
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, host_client->edict);
PR_ExecuteProgram (&sv_pr_state, sv_funcs.SetChangeParms);
for (j = 0; j < NUM_SPAWN_PARMS; j++)
host_client->spawn_parms[j] = sv_globals.parms[j];
}
}
/*
SV_CalcPHS
Expands the PVS and calculates the PHS
(Potentially Hearable Set)
*/
void
SV_CalcPHS (void)
{
byte *scan;
int bitbyte, count, index, num, rowbytes, rowwords, vcount, i, j,
k, l;
unsigned int *dest, *src;
SV_Printf ("Building PHS...\n");
num = sv.worldmodel->numleafs;
rowwords = (num + 31) >> 5;
rowbytes = rowwords * 4;
sv.pvs = Hunk_Alloc (rowbytes * num);
scan = sv.pvs;
vcount = 0;
for (i = 0; i < num; i++, scan += rowbytes) {
memcpy (scan, Mod_LeafPVS (sv.worldmodel->leafs + i, sv.worldmodel),
rowbytes);
if (i == 0)
continue;
for (j = 0; j < num; j++) {
if (scan[j >> 3] & (1 << (j & 7))) {
vcount++;
}
}
}
sv.phs = Hunk_Alloc (rowbytes * num);
count = 0;
scan = sv.pvs;
dest = (unsigned int *) sv.phs;
for (i = 0; i < num; i++, dest += rowwords, scan += rowbytes) {
memcpy (dest, scan, rowbytes);
for (j = 0; j < rowbytes; j++) {
bitbyte = scan[j];
if (!bitbyte)
continue;
for (k = 0; k < 8; k++) {
if (!(bitbyte & (1 << k)))
continue;
// or this pvs row into the phs
// +1 because pvs is 1 based
index = ((j << 3) + k + 1);
if (index >= num)
continue;
src = (unsigned int *) sv.pvs + index * rowwords;
for (l = 0; l < rowwords; l++)
dest[l] |= src[l];
}
}
if (i == 0)
continue;
for (j = 0; j < num; j++)
if (((byte *) dest)[j >> 3] & (1 << (j & 7)))
count++;
}
SV_Printf ("Average leafs visible / hearable / total: %i / %i / %i\n",
vcount / num, count / num, num);
}
unsigned int
SV_CheckModel (const char *mdl)
{
byte stackbuf[1024]; // avoid dirtying the cache heap
byte *buf;
unsigned short crc = 0;
// int len;
buf = (byte *) COM_LoadStackFile (mdl, stackbuf, sizeof (stackbuf));
if (buf) {
crc = CRC_Block (buf, com_filesize);
} else {
SV_Printf ("WARNING: cannot generate checksum for %s\n", mdl);
}
return crc;
}
/*
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
This is only called from the SV_Map_f() function.
*/
void
SV_SpawnServer (const char *server)
{
edict_t *ent;
int i;
Con_DPrintf ("SpawnServer: %s\n", server);
SV_SaveSpawnparms ();
svs.spawncount++; // any partially connected client
// will be restarted
sv.state = ss_dead;
sv_pr_state.null_bad = 0;
Mod_ClearAll ();
Hunk_FreeToLowMark (host_hunklevel);
// wipe the entire per-level structure
memset (&sv, 0, sizeof (sv));
sv.datagram.maxsize = sizeof (sv.datagram_buf);
sv.datagram.data = sv.datagram_buf;
sv.datagram.allowoverflow = true;
sv.reliable_datagram.maxsize = sizeof (sv.reliable_datagram_buf);
sv.reliable_datagram.data = sv.reliable_datagram_buf;
sv.multicast.maxsize = sizeof (sv.multicast_buf);
sv.multicast.data = sv.multicast_buf;
sv.master.maxsize = sizeof (sv.master_buf);
sv.master.data = sv.master_buf;
sv.signon.maxsize = sizeof (sv.signon_buffers[0]);
sv.signon.data = sv.signon_buffers[0];
sv.num_signon_buffers = 1;
strcpy (sv.name, server);
// load progs to get entity field count which determines how big each
// edict is
SV_LoadProgs ();
Info_SetValueForStarKey (svs.info, "*progs", va ("%i", sv_pr_state.crc),
!sv_highchars->int_val);
// init the data field of the edicts
for (i = 0; i < MAX_EDICTS; i++) {
ent = EDICT_NUM (&sv_pr_state, i);
ent->data = &baselines[i];
}
// leave slots at start for clients only
sv.num_edicts = MAX_CLIENTS + 1;
for (i = 0; i < MAX_CLIENTS; i++) {
ent = EDICT_NUM (&sv_pr_state, i + 1);
svs.clients[i].edict = ent;
// ZOID - make sure we update frags right
svs.clients[i].old_frags = 0;
}
sv.time = 1.0;
// Misty HACKHACKHACK
realtime = 0;
strncpy (sv.name, server, sizeof (sv.name));
snprintf (sv.modelname, sizeof (sv.modelname), "maps/%s.bsp", server);
sv.worldmodel = Mod_ForName (sv.modelname, true);
SV_CalcPHS ();
// clear physics interaction links
SV_ClearWorld ();
sv.sound_precache[0] = sv_pr_state.pr_strings;
sv.model_precache[0] = sv_pr_state.pr_strings;
sv.model_precache[1] = sv.modelname;
sv.models[1] = sv.worldmodel;
for (i = 1; i < sv.worldmodel->numsubmodels; i++) {
sv.model_precache[1 + i] = localmodels[i];
sv.models[i + 1] = Mod_ForName (localmodels[i], false);
}
// check player/eyes models for hacks
sv.model_player_checksum = SV_CheckModel ("progs/player.mdl");
sv.eyes_player_checksum = SV_CheckModel ("progs/eyes.mdl");
// spawn the rest of the entities on the map
// precache and static commands can be issued during
// map initialization
sv.state = ss_loading;
sv_pr_state.null_bad = 0;
ent = EDICT_NUM (&sv_pr_state, 0);
ent->free = false;
SVstring (ent, model) = PR_SetString (&sv_pr_state, sv.worldmodel->name);
SVfloat (ent, modelindex) = 1; // world model
SVfloat (ent, solid) = SOLID_BSP;
SVfloat (ent, movetype) = MOVETYPE_PUSH;
*sv_globals.mapname = PR_SetString (&sv_pr_state, sv.name);
// serverflags are for cross level information (sigils)
*sv_globals.serverflags = svs.serverflags;
// close all CF files that progs didn't close from the last map
CF_CloseAllFiles ();
// run the frame start qc function to let progs check cvars
SV_ProgStartFrame ();
// load and spawn all other entities
ED_LoadFromFile (&sv_pr_state, sv.worldmodel->entities);
// look up some model indexes for specialized message compression
SV_FindModelNumbers ();
// all spawning is completed, any further precache statements
// or prog writes to the signon message are errors
sv.state = ss_active;
sv_pr_state.null_bad = 1;
// run two frames to allow everything to settle
sv_frametime = 0.1;
SV_Physics ();
SV_Physics ();
// save movement vars
SV_SetMoveVars ();
// create a baseline for more efficient communications
SV_CreateBaseline ();
sv.signon_buffer_size[sv.num_signon_buffers - 1] = sv.signon.cursize;
Info_SetValueForKey (svs.info, "map", sv.name, !sv_highchars->int_val);
Con_DPrintf ("Server spawned.\n");
}
void
SV_SetMoveVars (void)
{
movevars.gravity = sv_gravity->value;
movevars.stopspeed = sv_stopspeed->value;
movevars.maxspeed = sv_maxspeed->value;
movevars.spectatormaxspeed = sv_spectatormaxspeed->value;
movevars.accelerate = sv_accelerate->value;
movevars.airaccelerate = sv_airaccelerate->value;
movevars.wateraccelerate = sv_wateraccelerate->value;
movevars.friction = sv_friction->value;
movevars.waterfriction = sv_waterfriction->value;
movevars.entgravity = 1.0;
}